For the past week I have gotten a Phd in baking lighting in unity. I have done everything from generating UV’s automatically using unitys algorithm, to packing my own lightmap UV’s in Blender.
I have added padding in the lighting settings, also in the UV layout among the islands to prevent light leaks.
No matter what I tried I keep getting the same issue over and over and over again.
Absolutely random white spots all over the place…
I have 0 clue what is causing this.
The closest I have gotten to figuring it out is disabling the “Filtering” option under “Lightmapper” in the Lighting settings in unity.
It seems that, when this setting is off, I get a disco effect in the scene, not sure if this is normal, I think it is not.
Because I tried doing the same on a super simple scene with unity cubes and planes and did not have this happen.
My theory is that this is where the problem occurs, maybe there are not enough rays? I tried increasing direct and indirect samples to 4000 and nothing changed…
Or maybe the rays are hitting the same point for some reason, resulting in a bright spot that is then filtered with the filter to make it look smooth, leaving the white smudge that I am complaining about…
Here’s an example of the UV unwrap I did in Blender with massive margins and padding to prevent light leaks:
Here’s a close up of a random wall, you can see the white smudge there:
And this is that wall in-game view, the massive smudge is clearly visible:
This is the model I am using, maybe the issue lies in the fact that there are too many objects in the scene?
House by Elbolilloduro (itch.io)
Any sort of help would be massively appreciated, thanks!













